Unreal development kit game programming with unrealscript. Beginners guide : create games beyond your imagination with the Unreal Development Kit
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Unreal development kit game programming with unrealscript. Beginners guide : create games beyond your imagination with the Unreal Development Kit
- Publication date
- 2011
- Topics
- Unreal Editor (Computer file), Computer games -- Programming, Computer animation, GAMES -- Video & Electronic
- Publisher
- Birmingham : Packt Pub.
- Collection
- internetarchivebooks; inlibrary; printdisabled
- Contributor
- Internet Archive
- Language
- English
1 online resource (449 pages)
This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects
Print version record
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Project Setup and Test Environments; System requirements; Minimum requirements:; Time for action -- Installing the UDK; Directory overview; Binaries; Development; Engine; UDKGame; Using external programs to code; ConTEXT; Time for action -- Installing ConTEXT; Time for action -- Configuring ConTEXT; UnCodeX; Time for action -- Installing UnCodeX; Time for action -- Configuring UnCodeX; nFringe; WOTgreal; Setting up a project; Time for action -- Setting up AwesomeGame
Compiling and testingTime for action -- Compiling and testing AwesomeActor; A quick note about comments; Summary; Chapter 2:Storing and Manipulating Data; Variables and arrays; Booleans; Time for action -- Using booleans; Integers and floats; Time for action -- Using integers; Time for action -- Using floats; Strings; Time for action -- Using strings; Enums; Time for action -- Using enums; Arrays; Time for action -- Using arrays; Dynamic arrays; Time for action -- Using dynamic arrays; Structs; Time for action -- Using structs; Vectors; Time for action -- Using vectors; Rotators
Time for action -- Using rotatorsVariable properties; Default properties; Time for action -- Using the default properties block; Editable variables; Time for action -- Editable variables; Config variables; Time for action -- Creating config variables; Common operators; Standard arithmetic; Time for action -- Math!; Modulo; Time for action -- Using modulo; Comparisons; Time for action -- Comparisons; Logical operators; Time for action -- Using logical operators; Concatenation; Time for action -- Concatenation; Variable functions; Ints; Floats; Strings; Vectors; Rotators; Flow control; If else
Time for action -- Using if/elseFor; Time for action -- Using the for statement; While; Time for action -- Something; Do until; Switch; Time for action -- Using switches; Return; Goto; Summary; Chapter 3:Understanding the Class Tree; What is a class?; Time for action -- All classes are created equally; Inheritance; Time for action -- Examining inheritance; Time for action -- Making a custom weapon; Time for action -- Experiments with inheritance; Function overriding; Time for action -- Creating a custom GameInfo and; PlayerController; Time for action -- Experiments with function overriding
Actors as variablesTime for action -- Experiments with Actors as variables; Casting; Time for action -- Casting Actor variables; Time for action -- A practical example of casting for our game; Summary; Chapter 4:Making Custom Classes; Creating a class; Awesome Game quicky design document; Class breakdown; Time for action -- Creating the weapon branch; Class modifiers; Placeable; Notplaceable; Abstract; Time for action -- Using abstract; Native; Config; Hidecategories; Time for action -- Hidecategories; Hidedropdown; Actors versus objects; Common UnrealScript classes; The GameInfo
Time for action -- Expanding AwesomeGame
This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects
Print version record
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Project Setup and Test Environments; System requirements; Minimum requirements:; Time for action -- Installing the UDK; Directory overview; Binaries; Development; Engine; UDKGame; Using external programs to code; ConTEXT; Time for action -- Installing ConTEXT; Time for action -- Configuring ConTEXT; UnCodeX; Time for action -- Installing UnCodeX; Time for action -- Configuring UnCodeX; nFringe; WOTgreal; Setting up a project; Time for action -- Setting up AwesomeGame
Compiling and testingTime for action -- Compiling and testing AwesomeActor; A quick note about comments; Summary; Chapter 2:Storing and Manipulating Data; Variables and arrays; Booleans; Time for action -- Using booleans; Integers and floats; Time for action -- Using integers; Time for action -- Using floats; Strings; Time for action -- Using strings; Enums; Time for action -- Using enums; Arrays; Time for action -- Using arrays; Dynamic arrays; Time for action -- Using dynamic arrays; Structs; Time for action -- Using structs; Vectors; Time for action -- Using vectors; Rotators
Time for action -- Using rotatorsVariable properties; Default properties; Time for action -- Using the default properties block; Editable variables; Time for action -- Editable variables; Config variables; Time for action -- Creating config variables; Common operators; Standard arithmetic; Time for action -- Math!; Modulo; Time for action -- Using modulo; Comparisons; Time for action -- Comparisons; Logical operators; Time for action -- Using logical operators; Concatenation; Time for action -- Concatenation; Variable functions; Ints; Floats; Strings; Vectors; Rotators; Flow control; If else
Time for action -- Using if/elseFor; Time for action -- Using the for statement; While; Time for action -- Something; Do until; Switch; Time for action -- Using switches; Return; Goto; Summary; Chapter 3:Understanding the Class Tree; What is a class?; Time for action -- All classes are created equally; Inheritance; Time for action -- Examining inheritance; Time for action -- Making a custom weapon; Time for action -- Experiments with inheritance; Function overriding; Time for action -- Creating a custom GameInfo and; PlayerController; Time for action -- Experiments with function overriding
Actors as variablesTime for action -- Experiments with Actors as variables; Casting; Time for action -- Casting Actor variables; Time for action -- A practical example of casting for our game; Summary; Chapter 4:Making Custom Classes; Creating a class; Awesome Game quicky design document; Class breakdown; Time for action -- Creating the weapon branch; Class modifiers; Placeable; Notplaceable; Abstract; Time for action -- Using abstract; Native; Config; Hidecategories; Time for action -- Hidecategories; Hidedropdown; Actors versus objects; Common UnrealScript classes; The GameInfo
Time for action -- Expanding AwesomeGame
- Access-restricted-item
- true
- Addeddate
- 2022-05-12 17:28:37
- Autocrop_version
- 0.0.12_books-20220331-0.2
- Bookplateleaf
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urn:oclc:record:777826658
urn:lcp:unrealdevelopmen0000cord:lcpdf:3db89ae0-bb12-4531-8a55-a8832787d0a7
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- Republisher_date
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- 775863620
- Full catalog record
- MARCXML
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